Rummage
Available to: Unengaged models only, within 1" of a Search Token.
Quick Reference
- Must be within 1" of a Search Token.
- Roll 2 dice, then choose Option A or B.
- Option A: Pick a Common Chem with Cap cost ≤ total of both dice. Total ≥ 18 = Rare Chem.
- Option B: Higher die = Caps found; lower die = Parts found.
- Resolution: Either die shows 10 → replace Search Token with Radiation Token. Otherwise remove it.
Rummage
During a crew's Turn, the Active model can make a Rummage Action if it is Unengaged and within 1" of a Search Token. [Rulebook pg. 26]
The Active player chooses a Search Token within 1" of the Active model and rolls two dice.
Errata
The 1" distance to the Search Token is measured both vertically and horizontally — a token on a level above or below must be within 1" in both dimensions. [Errata Q2 2026] Then they choose one of the following options: [Rulebook pg. 26]
Option A: Find a Chem
Choose a Common Chem with a Cap cost no higher than the total result of the two rolled dice, and add one dose to the Crew's Roster. [Rulebook pg. 26]
Alternatively, if the total of the two dice is 18 or higher, you find a Rare Chem instead! Roll on the Rare Chem table to determine which type of Rare Chem you find. [Rulebook pg. 26]
Available Chems
Common Chems
| Chem | Cost | Effect |
|---|---|---|
| Rad-X | 5 Caps | Spend when ending a turn within 3" of a Radiation Token. Ignore radiation endurance penalties until the end of the Round. |
| Psycho | 6 Caps | Spend when creating an Attack Dice Pool to add 2 Bonus Dice. |
| Nuka-Cola | 8 Caps | Spend when selecting the Active Model to increase its Control Area by 3" until the end of the Turn. |
| Stimpak | 9 Caps | Spend when selecting the Active Model to Recover up to 2 Harm. |
| Steady | 10 Caps | Spend when creating a Ranged Attack Dice Pool to increase the model’s Perception by 1 until the attack resolves. |
| Jet | 15 Caps | Spend before choosing an Active model on your Turn to Recover 1 Fatigue from any friendly model. |
Rare Chems
| Roll | Rare Chem | Effect |
|---|---|---|
| 1 | Psycho Jet | Spend when creating an Attack Dice Pool to add 2 Bonus Dice. After the Attack, Recover 1 Fatigue. |
| 2 | Whiskey | Spend when creating a Strength or Endurance Test pool to increase that stat by 2 until the Test resolves. |
| 3 | Med-X | Spend at any point during your Turn to increase the Active Model’s Health by 1 until the end of the Game. |
| 4 | Nuka-Cola Dark | Spend when selecting the Active Model to increase its Control Area by 3" and its Luck by 1 until the end of the Turn. |
| 5 | Day Tripper | Spend when creating a S.P.E.C.I.A.L. test pool to increase the model's Luck by 2 until the Test resolves. |
| 6 | Buffout | Spend when Targeted by an Attack (before the pool is created) to increase Endurance by 2 until the Attack resolves. |
| 7 | Mentats | Spend when a model Fails a Confusion Test to have them Pass it instead. |
| 8 | Hydra | Spend during the Story Phase when rolling on the Serious Injury Table to Re-Roll a result (up to 3 times per dose). |
| 9 | Calmex | Spend before making a Rummage Action to set one of the dice to a number of your choice instead of rolling it. |
| 10 | Daddy-O | Spend when selecting the Active Model to double its Control Area until the end of the Game. |
Option B: Find Caps and Parts
- The die with the higher result is how many Caps you find.
- The die with the lower result is how many Parts you find.
Add both to the crew's Stash. [Rulebook pg. 26]
Resolution
Then, if either of the dice shows a 10, replace the Search Token with a Radiation Token. Otherwise, remove the Search Token from play. [Rulebook pg. 26]